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High-probability minimax lower bounds

arXiv.org Machine Learning

The minimax risk is often considered as a gold standard against which we can compare specific statistical procedures. Nevertheless, as has been observed recently in robust and heavy-tailed estimation problems, the inherent reduction of the (random) loss to its expectation may entail a significant loss of information regarding its tail behaviour. In an attempt to avoid such a loss, we introduce the notion of a minimax quantile, and seek to articulate its dependence on the quantile level. To this end, we develop high-probability variants of the classical Le Cam and Fano methods, as well as a technique to convert local minimax risk lower bounds to lower bounds on minimax quantiles. To illustrate the power of our framework, we deploy our techniques on several examples, recovering recent results in robust mean estimation and stochastic convex optimisation, as well as obtaining several new results in covariance matrix estimation, sparse linear regression, nonparametric density estimation and isotonic regression. Our overall goal is to argue that minimax quantiles can provide a finer-grained understanding of the difficulty of statistical problems, and that, in wide generality, lower bounds on these quantities can be obtained via user-friendly tools.


Enhancements for Real-Time Monte-Carlo Tree Search in General Video Game Playing

arXiv.org Artificial Intelligence

General Video Game Playing (GVGP) is a field of Artificial Intelligence where agents play a variety of real-time video games that are unknown in advance. This limits the use of domain-specific heuristics. Monte-Carlo Tree Search (MCTS) is a search technique for game playing that does not rely on domain-specific knowledge. This paper discusses eight enhancements for MCTS in GVGP; Progressive History, N-Gram Selection Technique, Tree Reuse, Breadth-First Tree Initialization, Loss Avoidance, Novelty-Based Pruning, Knowledge-Based Evaluations, and Deterministic Game Detection. Some of these are known from existing literature, and are either extended or introduced in the context of GVGP, and some are novel enhancements for MCTS. Most enhancements are shown to provide statistically significant increases in win percentages when applied individually. When combined, they increase the average win percentage over sixty different games from 31.0% to 48.4% in comparison to a vanilla MCTS implementation, approaching a level that is competitive with the best agents of the GVG-AI competition in 2015.


A multi-objective combinatorial optimisation framework for large scale hierarchical population synthesis

arXiv.org Artificial Intelligence

In agent-based simulations, synthetic populations of agents are commonly used to represent the structure, behaviour, and interactions of individuals. However, generating a synthetic population that accurately reflects real population statistics is a challenging task, particularly when performed at scale. In this paper, we propose a multi objective combinatorial optimisation technique for large scale population synthesis. We demonstrate the effectiveness of our approach by generating a synthetic population for selected regions and validating it on contingency tables from real population data. Our approach supports complex hierarchical structures between individuals and households, is scalable to large populations and achieves minimal contigency table reconstruction error. Hence, it provides a useful tool for policymakers and researchers for simulating the dynamics of complex populations.


A Fully Parameter-Free Second-Order Algorithm for Convex-Concave Minimax Problems with Optimal Iteration Complexity

arXiv.org Machine Learning

In this paper, we study second-order algorithms for the convex-concave minimax problem, which has attracted much attention in many fields such as machine learning in recent years. We propose a Lipschitz-free cubic regularization (LF-CR) algorithm for solving the convex-concave minimax optimization problem without knowing the Lipschitz constant. It can be shown that the iteration complexity of the LF-CR algorithm to obtain an $\epsilon$-optimal solution with respect to the restricted primal-dual gap is upper bounded by $\mathcal{O}(\frac{\rho\|z^0-z^*\|^3}{\epsilon})^{\frac{2}{3}}$, where $z^0=(x^0,y^0)$ is a pair of initial points, $z^*=(x^*,y^*)$ is a pair of optimal solutions, and $\rho$ is the Lipschitz constant. We further propose a fully parameter-free cubic regularization (FF-CR) algorithm that does not require any parameters of the problem, including the Lipschitz constant and the upper bound of the distance from the initial point to the optimal solution. We also prove that the iteration complexity of the FF-CR algorithm to obtain an $\epsilon$-optimal solution with respect to the gradient norm is upper bounded by $\mathcal{O}(\frac{\rho\|z^0-z^*\|^2}{\epsilon})^{\frac{2}{3}}$. Numerical experiments show the efficiency of both algorithms. To the best of our knowledge, the proposed FF-CR algorithm is the first completely parameter-free second-order algorithm for solving convex-concave minimax optimization problems, and its iteration complexity is consistent with the optimal iteration complexity lower bound of existing second-order algorithms with parameters for solving convex-concave minimax problems.


Benchmarking End-To-End Performance of AI-Based Chip Placement Algorithms

arXiv.org Artificial Intelligence

The increasing complexity of modern very-large-scale integration (VLSI) design highlights the significance of Electronic Design Automation (EDA) technologies. Chip placement is a critical step in the EDA workflow, which positions chip modules on the canvas with the goal of optimizing performance, power, and area (PPA) metrics of final chip designs. Recent advances have demonstrated the great potential of AI-based algorithms in enhancing chip placement. However, due to the lengthy workflow of chip design, the evaluations of these algorithms often focus on intermediate surrogate metrics, which are easy to compute but frequently reveal a substantial misalignment with the end-to-end performance (i.e., the final design PPA). To address this challenge, we introduce ChiPBench, which can effectively facilitate research in chip placement within the AI community. ChiPBench is a comprehensive benchmark specifically designed to evaluate the effectiveness of existing AI-based chip placement algorithms in improving final design PPA metrics. Specifically, we have gathered 20 circuits from various domains (e.g., CPU, GPU, and microcontrollers). These designs are compiled by executing the workflow from the verilog source code, which preserves necessary physical implementation kits, enabling evaluations for the placement algorithms on their impacts on the final design PPA. We executed six state-of-the-art AI-based chip placement algorithms on these designs and plugged the results of each single-point algorithm into the physical implementation workflow to obtain the final PPA results. Experimental results show that even if intermediate metric of a single-point algorithm is dominant, while the final PPA results are unsatisfactory. We believe that our benchmark will serve as an effective evaluation framework to bridge the gap between academia and industry.


PWTO: A Heuristic Approach for Trajectory Optimization in Complex Terrains

arXiv.org Artificial Intelligence

This paper considers a trajectory planning problem for a robot navigating complex terrains, which arises in applications ranging from autonomous mining vehicles to planetary rovers. The problem seeks to find a low-cost dynamically feasible trajectory for the robot. The problem is challenging as it requires solving a non-linear optimization problem that often has many local minima due to the complex terrain. To address the challenge, we propose a method called Pareto-optimal Warm-started Trajectory Optimization (PWTO) that attempts to combine the benefits of graph search and trajectory optimization, two very different approaches to planning. PWTO first creates a state lattice using simplified dynamics of the robot and leverages a multi-objective graph search method to obtain a set of paths. Each of the paths is then used to warm-start a local trajectory optimization process, so that different local minima are explored to find a globally low-cost solution. In our tests, the solution cost computed by PWTO is often less than half of the costs computed by the baselines. In addition, we verify the trajectories generated by PWTO in Gazebo simulation in complex terrains with both wheeled and quadruped robots. The code of this paper is open sourced and can be found at https://github.com/rap-lab-org/public_pwto.


Contractual Reinforcement Learning: Pulling Arms with Invisible Hands

arXiv.org Artificial Intelligence

The agency problem emerges in today's large scale machine learning tasks, where the learners are unable to direct content creation or enforce data collection. In this work, we propose a theoretical framework for aligning economic interests of different stakeholders in the online learning problems through contract design. The problem, termed \emph{contractual reinforcement learning}, naturally arises from the classic model of Markov decision processes, where a learning principal seeks to optimally influence the agent's action policy for their common interests through a set of payment rules contingent on the realization of next state. For the planning problem, we design an efficient dynamic programming algorithm to determine the optimal contracts against the far-sighted agent. For the learning problem, we introduce a generic design of no-regret learning algorithms to untangle the challenges from robust design of contracts to the balance of exploration and exploitation, reducing the complexity analysis to the construction of efficient search algorithms. For several natural classes of problems, we design tailored search algorithms that provably achieve $\tilde{O}(\sqrt{T})$ regret. We also present an algorithm with $\tilde{O}(T^{2/3})$ for the general problem that improves the existing analysis in online contract design with mild technical assumptions.


Efficient Bit Labeling in Factorization Machines with Annealing for Traveling Salesman Problem

arXiv.org Artificial Intelligence

To efficiently find an optimum parameter combination in a large-scale problem, it is a key to convert the parameters into available variables in actual machines. Specifically, quadratic unconstrained binary optimization problems are solved with the help of machine learning, e.g., factorization machines with annealing, which convert a raw parameter to binary variables. This work investigates the dependence of the convergence speed and the accuracy on binary labeling method, which can influence the cost function shape and thus the probability of being captured at a local minimum solution. By exemplifying traveling salesman problem, we propose and evaluate Gray labeling, which correlates the Hamming distance in binary labels with the traveling distance. Through numerical simulation of traveling salesman problem up to 15 cities at a limited number of iterations, the Gray labeling shows less local minima percentages and shorter traveling distances compared with natural labeling.


Greedy-DiM: Greedy Algorithms for Unreasonably Effective Face Morphs

arXiv.org Artificial Intelligence

Morphing attacks are an emerging threat to state-of-the-art Face Recognition (FR) systems, which aim to create a single image that contains the biometric information of multiple identities. Diffusion Morphs (DiM) are a recently proposed morphing attack that has achieved state-of-the-art performance for representation-based morphing attacks. However, none of the existing research on DiMs have leveraged the iterative nature of DiMs and left the DiM model as a black box, treating it no differently than one would a Generative Adversarial Network (GAN) or Varational AutoEncoder (VAE). We propose a greedy strategy on the iterative sampling process of DiM models which searches for an optimal step guided by an identity-based heuristic function. We compare our proposed algorithm against ten other state-of-the-art morphing algorithms using the open-source SYN-MAD 2022 competition dataset. We find that our proposed algorithm is unreasonably effective, fooling all of the tested FR systems with an MMPMR of 100%, outperforming all other morphing algorithms compared.


Tree Search for Language Model Agents

arXiv.org Artificial Intelligence

Autonomous agents powered by language models (LMs) have demonstrated promise in their ability to perform decision-making tasks such as web automation. However, a key limitation remains: LMs, primarily optimized for natural language understanding and generation, struggle with multi-step reasoning, planning, and using environmental feedback when attempting to solve realistic computer tasks. Towards addressing this, we propose an inference-time search algorithm for LM agents to explicitly perform exploration and multi-step planning in interactive web environments. Our approach is a form of best-first tree search that operates within the actual environment space, and is complementary with most existing state-of-the-art agents. It is the first tree search algorithm for LM agents that shows effectiveness on realistic web tasks. On the challenging VisualWebArena benchmark, applying our search algorithm on top of a GPT-4o agent yields a 39.7% relative increase in success rate compared to the same baseline without search, setting a state-of-the-art success rate of 26.4%. On WebArena, search also yields a 28.0% relative improvement over a baseline agent, setting a competitive success rate of 19.2%. Our experiments highlight the effectiveness of search for web agents, and we demonstrate that performance scales with increased test-time compute. We conduct a thorough analysis of our results to highlight improvements from search, limitations, and promising directions for future work. Our code and models are publicly released at https://jykoh.com/search-agents.